GZDoom 4.2.3 released

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GZDoom 4.2.3 released

Postby Graf Zahl » Sun Oct 20, 2019 5:35 pm

Notice: The survey is currently closed. GZDoom 4.2.3 does not include the survey code that 4.2.0 did.

Download (OpenGL 3.3 and higher)

Highlights
  • to be compiled


Details
  • fixed wrong offset on Fighter's Fist
  • Added Armor to Hexen fullscreen display
  • Export F3DFloor structure and related data.
  • fix of checking for valid texture access, rather than checking whether it is null, when drawing fog boundaries in the software renderer
  • Fixed crash with mock2.wad in software.
  • Fix for LineTrace not setting its starting sector based on its offset.
  • fixed: sector lights could access the sector before it was set.
  • Fixed ancient ZDoom savegame slot selection bug. When creating new autosaves LastAccessed and LastSaved were not updated accordingly.
  • Fix crash on vulkan with a large number of texture shaders.
  • adapted the PSX XA decoder from EDuke32 as a music format in GZDoom.
  • internal restructuring of music system.
  • fixed inventory scroll arrows in alternative HUD
  • add m_quickexit option for quick exit in game menu
  • fixed a crash in the software renderer that caused wallsprites to crash
  • cleanup of game exit code to be more reliable, as this could cause spurious crashes.
  • Fixed capped tall skies not working (Heretic and Hexen).
  • Fixed sky stretching for the new freelook limit.
  • made GL nodes loader more resilient to broken data
  • Fixed CheckBossDeath not checking for actor replacements.
  • fallback to console font in case of missing small font
  • fixed: pickup flash didn't fade out if player was killed by pickup
  • fixed: The dynamic lights must be initialized before the first frame is ticked.
  • fixed SPC music looping after update to GME 0.6.2
  • fixed broken walkthrough of Restoring Deimos MAP03
  • fixed broken walkthrough of Skulldash MAP04
  • implicitly clear local dynamic arrays
  • fixed crash with dynamic light manipulation through netevents.
  • when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
  • fixed GetLineX/GetLineY ACS implementation
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Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
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Re: GZDoom 4.2.3 released

Postby Graf Zahl » Sun Oct 20, 2019 5:37 pm

In case anyone is wondering why this is 4.2.3 and not 4.2.2, I had 4.2.2 ready and uploaded when a major issue was reported that needed fixing before making an announcement. But since the version was already live I had to increase the number again.
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Graf Zahl
Lead GZDoom Developer
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Joined: 19 Jul 2003
Location: Germany

Re: GZDoom 4.2.3 released

Postby Enjay » Sun Oct 20, 2019 5:44 pm

As ever, thank you kindly for all your efforts.
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Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
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Re: GZDoom 4.2.3 released

Postby landfill baby » Sun Oct 20, 2019 10:49 pm

nice, downloading now, although 4.2.3 isn't on a git branch
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Re: GZDoom 4.2.3 released

Postby Eonfge » Mon Oct 21, 2019 12:44 am

I had already prepared a g4.2.2 release candidate for Flathub, but I held off on releasing it without official release notes. Good call of me :D

Thus, with no further delays; g4.2.3 on Flathub:
https://flathub.org/apps/details/org.zdoom.GZDoom

If you already have it installed, just run the updater. Keep in mind, it can take about an hour for the CDN server to pick it up

In other news, in the last month we've had 260 downloads on Flathub so that's not bad for a first release.
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Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: GZDoom 4.2.3 released

Postby Kamil » Mon Oct 21, 2019 10:35 am

Hi Graf.GZDoom it became much better for me to work with PB 3.0 and a huge number of monsters + 2k textures. (I use the maximum settings everywhere)
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Joined: 21 Sep 2019
Discord: @Kamil#8122
Operating System: Windows Vista/7 64-bit
Graphics Processor: ATI/AMD (Legacy GZDoom)

Re: GZDoom 4.2.3 released

Postby Kamil » Wed Oct 23, 2019 11:24 pm

Hi Graf. Sorry to bother you. I have a question. How can I set up sound effects in GZDoom or LZDoom correctly? As far as I know, this can also affect the speed of the game. I need a full guide.
Kamil
 
Joined: 21 Sep 2019
Discord: @Kamil#8122
Operating System: Windows Vista/7 64-bit
Graphics Processor: ATI/AMD (Legacy GZDoom)

Re: GZDoom 4.2.3 released

Postby Rachael » Wed Oct 23, 2019 11:28 pm

You really should ask these questions in the appropriate editing subforum - not in a release thread.
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Re: GZDoom 4.2.3 released

Postby wolfmanfp » Thu Oct 24, 2019 2:56 pm

Eonfge wrote:Thus, with no further delays; g4.2.3 on Flathub:
https://flathub.org/apps/details/org.zdoom.GZDoom


Just a quick note: this feature is unrelated for Linux/Flathub.
Full-featured joystick/gamepad support under Windows
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OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: GZDoom 4.2.3 released

Postby Eonfge » Sat Oct 26, 2019 4:40 am

wolfmanfp wrote:
Eonfge wrote:Thus, with no further delays; g4.2.3 on Flathub:
https://flathub.org/apps/details/org.zdoom.GZDoom


Just a quick note: this feature is unrelated for Linux/Flathub.
Full-featured joystick/gamepad support under Windows


Good catch. I'll update the description
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Joined: 10 Sep 2019
Github ID: https://github.com/eonfge
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: nVidia (Modern GZDoom)


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